Expeditionary Dispatches: Dolurrh's Dawn


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Some neat ideas, but this just seemed silly:

There are no gates in the wall. Ropes are used by those agile enough to climb, while a makeshift stretcher-and-pulley system allows larger objects to be brought up and over the stockade.​
Being a farmer in this town must suck. Time to plow the fields again -- hey Falstaff, throw my ox over the wall, thanks.


Cheers,
Roger
 

Some neat ideas, but this just seemed silly:

There are no gates in the wall. Ropes are used by those agile enough to climb, while a makeshift stretcher-and-pulley system allows larger objects to be brought up and over the stockade.​
Being a farmer in this town must suck. Time to plow the fields again -- hey Falstaff, throw my ox over the wall, thanks.


Cheers,
Roger

I didn't read the article word-for-word, but I got the feeling that this place probably doesn't have farmers... Or, at the very least, doesn't have livestock. It sounded more like a settlement of hunter-gatherers.

Although it does raise the question of where the smith is getting his iron.

Ultimately, though, these are questions which aren't really important... This is a concept which I think is covered fully by the Rule of Cool.
 

This is so not covered by The Rule of Cool.

DM: You arrive at the village. The guard motions for you to enter. There's no gate; they throw down a rope.

Player A: A rope? The hell? Alright, I guess I try to drag my platemailed-butt up there... nope, missed the roll. I fall down on my arse. Guess I'll keep trying. Hope I don't die trying to enter the village.

Player B: Not me! I tie it to my ankle. They can haul me up like a sack of potatoes. Slowly.

Player C: I'm not leaving my horse out here.


Cool heroic fantasy this ain't.



Cheers,
Roger
 

This is so not covered by The Rule of Cool.

DM: You arrive at the village. The guard motions for you to enter. There's no gate; they throw down a rope.

Player A: A rope? The hell? Alright, I guess I try to drag my platemailed-butt up there... nope, missed the roll. I fall down on my arse. Guess I'll keep trying. Hope I don't die trying to enter the village.

Player B: Not me! I tie it to my ankle. They can haul me up like a sack of potatoes. Slowly.

Player C: I'm not leaving my horse out here.


Cool heroic fantasy this ain't.



Cheers,
Roger

If you care about the rule of cool, there is no rule here, because there's nothing at stake, and failure is boring to boot. Instead, you just narrate how his plate mailed butt has a hard time getting up, but it s a good workout. Moving on.
 

It's good to get a monthly dose of the Hellcow again. That is a really juicy idea, and so damn easy to adapt to any campaign under the sun.

Thanks, Keith!
 

This is so not covered by The Rule of Cool.

DM: You arrive at the village. The guard motions for you to enter. There's no gate; they throw down a rope.

Player A: A rope? The hell? Alright, I guess I try to drag my platemailed-butt up there... nope, missed the roll. I fall down on my arse. Guess I'll keep trying. Hope I don't die trying to enter the village.

Player B: Not me! I tie it to my ankle. They can haul me up like a sack of potatoes. Slowly.

Player C: I'm not leaving my horse out here.


Cool heroic fantasy this ain't.



Cheers,
Roger

I think he was referring to the village concept as a whole. You have to admit, a village filled with these unusual people is cool and has plenty of story possibilities.
 

Yeah; overall, it's pretty cool and in general I like it.

That one little thing still bugs me, but it's easy as pie to handwave retcon away.



Cheers,
Roger
 

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